https://www.cnbc.com/2022/12/28/metaverse-off-to-ominous-start-after-vr-headset-sales-shrank-in-2022.html
Over a 12 months after altering his firm’s title to Meta and committing to spend billions of {dollars} growing the metaverse, Mark Zuckerberg’s wager on digital actuality isn’t any nearer to paying off. Gross sales of VR headsets within the U.S. this 12 months declined 2% from a 12 months earlier to $1.1 billion as of early December, in accordance with information shared with CNBC by analysis agency NPD Group. Fb’s promoting enterprise generates that a lot income about each three days. With the advert enterprise mired in a stoop, Zuckerberg has been trying to VR gadgets and associated know-how to tug Meta into the long run. However information from analyst agency CCS Perception reveals that worldwide shipments of VR headsets in addition to augmented actuality gadgets dropped greater than 12% 12 months over 12 months to 9.6 million in 2022.
Taken collectively, the estimates of VR headset gross sales and shipments create a problematic image for Meta, whose inventory worth has misplaced about two-thirds of its worth this 12 months. Zuckerberg has mentioned he’s enjoying the lengthy sport with the metaverse, anticipating it take as much as a decade to go mainstream and projecting it should ultimately host a whole lot of billions of {dollars} in commerce. The Quest 2 has been round for a couple of years and, like every shopper electronics gadget, has misplaced some enchantment because it’s aged. And whereas Meta launched a brand new VR headset in fall, the Quest Professional, that gadget is geared towards companies and prices $1,100 greater than the Quest 2, pushing it even additional out of attain for a lot of VR fans.
Meta determined over the summer season to boost the value of the Quest 2 by $100, citing inflationary pressures. Leo Gebbie, an analyst at CCS Perception, mentioned in an e mail that Meta’s worth improve was a shock “on condition that the corporate has been keen to promote the headset at such a low margin to attempt to drive uptake of VR and achieve a excessive market share.”